As I was leaving BlizzCon last night, I was lucky enough to run into Jay Wilson walking around in the lobby of the Convention Center.
We talked for about twenty minutes. He is super cool, easy to talk to, and very down to earth. He said when Blizzard was pursuing him to become a developer for the company; (at first he did not say yes) it was going to BlizzCon that changed his mind because of how humble the whole Blizzard team was. He continued with something similar to “Now, if they would have told me before hand that I was going to be working on Diablo 3, I would have taken them up on their offer sooner, ‘Where are the papers I need to sign?’” He told me that when he first got Diablo 2 he bought a plane ticket for his wife, “You’re going to visit your mother for a week,” he told her “I’m going to play Diablo 2.” I laughed; he continued “No, I’m completely serious.”
I first expanded on the question I asked during the Q&A Panel regarding how different classes would respond to the same NPC in their dialog. There, Leonard Boyarsky said that the team was playing around with having each class respond in a different thought and corresponding voice over to the Quest in the Quest log, if anyone wanted to listen to it. Jay added that each class would in fact respond differently to NPCs. It could be anything from something slightly different, to something slightly more than slightly different between classes. Jay, like Leonard, said that while there would not be different paths through the story, each class would react differently to it.
Furthermore, Jay added that at the beginning of the game, each class will have a short unique introduction scene that will touch on the character’s back story. Wizard about being self-righteous, Demon Hunter about the loss of her family, etc… Jay touched on the Barbarian’s introduction specifically; at the beginning of the game the Barbarian feels very lost because of the destruction of his homeland “Why am I alive? Why do I exist?” the Barbarian says in his introduction video. The scenes won’t be FMVs (for budget reasons), but will be some-kind of something, it was a bit vague. It almost sounded like they were going to use something similar to the types of videos the team used to reveal the characters.
On resource systems, Jay said that the team is not 100% set on any of the ones in the game yet, save for the Monk’s “Spirit,” resource “That one seems to be working out the best” he added. With the Witch Doctor for instance, the team may want to change his resource to a “goopy green” slim type, though that is just the look, as they do not have a function/mechanic for it yet. If that changed, then Mana would go back to the Wizard, as the team is not really digging her Arcane Power system too much (capped at 100 points of resource, fast regeneration). In relation to that system though, Jay said that the amount of resource may not change over the course of the game for any character. That each character would have the same amount of resource at level sixty, as they did at level one.
Many times throughout our conversation I told him how much I loved Diablo 3, mainly, because of how Diablo it felt. But that I did have one qualm, and that was the Spell Effects. I told him that I thought they looked cool when I was fighting by myself, but with more players than that, and especially at four players, it all just became too much. I expanded, “The spell effects have a tendency to fill the entire screen. I can’t see my character or what she is doing. It immediately takes me out of the feel of the game.” He agreed, he said the whole team does.
He continued by saying that the effects may very well be scaling down for each character not casting the spell. So, if I were to cast some crazy spell, I alone would be able see the spell effects in their entirety, while other players would see only a certain amount, a percentage, of their awesomeness, in order to keep order on the screen. Another guy, who was standing by, asked if the effects were going to scale with how they do in WoW, or how it was in WoW, or is going to be…I don’t really know what he said, I don’t play that game. Jay said yes.
After Jay finished explaining the above, he asked “Did you not like anything else?”
“Awesome,” I thought “more Jay time.” I told him how I loved playing Single Player in Diablo 2, and that the “/players X” command of patch 1.10 was one of my favorite options ever added to the game. He was unfamiliar with the system, so I explained: “’X’ equals the amount of players the player wants to simulate. So, in Diablo 2, if I typed ‘/players 7’ the game would create monsters of a difficulty level to that of monsters in a seven player game. Experience gained for those monsters would also range with the experience gained by monsters in a seven player game. Loot would scale too.”
He loved it! As we continued talking about it, he started taking the idea out of the context of just a single player exclusive by adding it into multi-player too. It was entertaining to observe him working out the specifics of that system in his head as we continued trekking through the subject. He kept complimenting me on the idea, but, of course, I told him that it was just something in Diablo 2. “If it is added, know that it came from you. Don’t expect a check though.” he smiled, and concluded “I’ve never heard anything like that before. Great idea.”
I’ll finish with first reactions, and by answering a few questions from forum posts:
I played Diablo 3 for about three hours this weekend, and it feels VERY Diablo-esk. This is coming from someone who loves Diablo 1, as well as tons of atmospheric gothic art, architecture, music and literature. I adore intimate settings. Fans craving a dark game, like me, will not be disappointed. The health globe system works out very well, and pushes (and succeeds) in giving the feel of a fast-paced game. It was nice not having to spam potions in a crazy battle to stay alive. It changes the feel of combat. The system influences players to make better decisions. Do not get me wrong though, I used potions, but because of their cool down—I had to use them wisely. It felt natural. Very fun.
The sound was also well done (as a friend of mine pointed out in the Q&A Panel before asking his question) and had a lot of back and forth panning between ears, especially with sounds of spell effects. For instance, a spells sound would start in both ears, then ring around and fade out into the right ear. If you were talking to a NPC and they were on your characters left side, the NPC’s voice would only be spooked in your left ear, if then you walked right in front of the NPC, the speech would be heard in both ears, and if you walked to the right, the voice would only be heard in the right ear. Good voice acting. I will definitely be playing Diablo 3 in a large pair of nice headphones.
I did not run across any shrines, or random events. Runestones were SO amazingly cool, but that would take forever to write about. One rune in one skill changes everything, and with what? Five runes, seven rune levels, and thirty skills per class? We won’t be getting bored for years.
Was there even a red target outline on targeted enemies? You know, I do not even remember; hmm…okay-okay, now I do, yes, there was, and no, it did not stick out at all. Trust me, in the midst of a chaotic battle, you will WANT the red outline there, you will be worshiping it—maybe to even have it thicker, I know I will. It did not take me out of the game at all. I too hated it in screenshots, you will get over it, quick. Combat is very smooth. Like others have said in previous years, “Very polished.” Enemies are quite quick, watch the “Crafting Sanctuary” Panel for more information on how monsters move. Many times in battle I found that I needing to use abilities to slow or stop the enemies to get a good distance from them before I continued fighting. With the Wizard I used Frost Nova (frozen ability, not frosted), and with the Demon Hunter I used Vault and Entangling Shot (see DH videos). There was definitely a micromanagement feel to it, though nothing nearly as crazy as anything in StarCraft. As the team said, they want you to MOVE. (Watch the “Crafting Sanctuary” Panel for more information). Very fun.
I did not pick up much equipment at all, only because I wanted more play time, pretty much just rares. 4-6 abilities per item, all useful, high resist, % more spell damage (that I really did not notice in game), and maybe some added…I do not really remember specifics, but every rare I found, I remember thinking, “Wow, that is a lot of cool abilities.” Oh, and blue items dropped are already identified, but rares drop unidentified. It felt right, you will love it.
Play styles were quite different from class to class. As Jay noted above, the Monk’s resource was by far the best: The Monk starts off with zero Spirit, and builds up three Spirit resource per hit with the lightning fist ability he started off with (Each 1-2-3 combo ability, like Exploding Palm, gives the Monk three Spirit resource per hit as well). I had to hit monsters about nine times before I built up enough Spirit resource, from zero, to use a different skill. Keep in mind though, that unlike the D2 Assassin, who has to build up charges with three normal hits, THEN release on the third, or second, or first charge to get any benefit from that skill (save AR), the Monk would hit, relating to the Assassin, with each charges ability rather than building it up.
So, taking the Assassin’s Claws of Thunder skill for example, with how it would work with the Monk’s system, it would play out as follows: Hit one with the Monk (related) would grant lightning damage, hit two would grant Nova damage, and hit three would grant charged bolt damage—no charging up, NO MANA(/spirit). In the Monks case, with her actual lightning fist skill (I do not remember the name), the first hit would be a claw sweep with lightning damage, the second one granted more lightning damage with more lightning graphics, and the third hit was a lightning blast that created a nice AOE arc. (The third move’s animation {Monk’s move and spell effect} reminded me of how Ryu and Ken’s Hadouken looked in Street Fighter 2 {Sorry, I have not played any more recent than that) if your opponent was right in front of you.) Remember, this three set lightning fist skill ADDS to the Monk’s Spirit resource, genius. When I dealt out about three of these cycles I had enough Spirit resource to use an AOE skill (I do not remember the name), that dealt 13-31-ish (?) damage to all enemies within a Nova sized radius, and healed the Monk for 12-21-ish points. I also noticed the Monk had at least one more additional healing type skill, as an extra FYI for ya’ll.
Oh, and speaking of the skill directly above, the heal and damage one, when I added a point to it, to make it level 2, the animation of the spell was upgraded to incorporate the monks runes seen in other skills and his promo video, not unlike leveling up spells in Secret of Mana.
All in all, BlizzCon was well worth it, though I do live in LA so I got off easy on the travel expenses. I talked to several groups of people while waiting in line who also enjoyed Diablo 3. Each person had their own favorite character, and strategy, so variety will be nothing to worry about. Screenshots, while giving a good taste of the game, do not do it justice. It runs very smooth, and. The. Colors. Are. Great.
I hope you all enjoyed the read; I will try to answer any questions between my school work killing me.
Sincerely,
Blascid/ unregistered Blast Kid